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- The real goal is to appease the planet-gods
- Fly near to listen to what they have to say
- Grapple things, and release them near a planet to put into orbit

*** MORE HINTS ***

- It's really a matching game
- Each planet will require something specific, and then require 2 more related things
- The specific object should normally be somewhat obvious, and is usually nearby (though often one map away)
- If you think carefully, you can solve the matching puzzles but each planet typically has one item that requires lateral thinking

*** EXTRA HINTS ***

- Watch your score; when you have all three objects for a planet, it will be 2
- Once all planets are appeased, you can escape through the big door.

ENJOY! And thanks for playing... You can definitely beat this if you persist, there IS a proper ending.

Pretty cool, but I found I was repeatedly impeded by asteroid collision bugs. When trying to go down small corridors, I would be flung back and forth until I had enough velocity to escape the confines of the level, and then I had no such slingshot to get back in. This continually kept me from completing the game.

Had a fair bit of trouble understanding the voiceovers (often quality & enunciation issues, sometimes competing volume with the music (admittedly my speakers are somewhat muddy, though)) and reliably triggering the phrases I wanted/needed to hear (e.g. unfortunately triggering the "thanks" instead of the "what I'd like next" or triggering the "what I'd like first" instead of the first "thanks"). Some additional/immediate visual feedback would be helpful (dialogue bubbles or ideographic thought bubbles, perhaps?). Also useful would be restricting the phrases to only salient ones, interrupting phrases on successful delivery, and perhaps triggering delivery feedback when visiting with an item in tow. Alternatively, maybe just the ability to manually skip current dialogue would be enough. (If using text/thought bubbles for each clip, perhaps the player could shoot these to skip the clip?)

I also had trouble identifying a few things visually. Again, this is a case where additional visual feedback would've helped -- a text description of whatever I picked up or was near to would've been nice.

These audio & visual intelligibility issues on top of the extra legwork (the repetition of destroying the rocks on each visit to reach the planets, of waiting through dialogue clips to hear the next one, and the slowness of movement) ended up draining my patience before I received any twos in the upper left. Perhaps I'll take another go later, though--I'm sure I'll want to return to the audiovisual experience.

The music was neat and creative, and the writing/voiceovers made me literally laugh out loud (not LOL, I actually laughed) multiple times. The voice acting was, I think, the best I've ever encountered in an indie game, and I guess I can only say that because so few indie games attempt voice acting, but it actually was quite good. I spent the next week walking around going "the arrk of outerr spaaace.." under my breath. I wasn't sure if the introduction and end were meant to be taken as parody or not.

The object-gathering thing was a decently neat mechanic and helped the loopy feel, though I had trouble telling what some of the objects even were. The voiceovers seemed to be misleading me sometimes about whether or not I'd satisfied conditions or if there were more conditions to be done. I'm still not really sure what the rule was for the third object, or if it even mattered what the third object was, I somehow got the game to accept what I did but I'm not sure how. I did like the fact the game never *explicitly* told me what the heck I was supposed to be doing.

My one complaint about the game was that the actual process of moving the spaceship around was not very fun, it was hard to control and felt like work. This is problematic because the later parts of the game involved a lot of trekking back and forth. That's of course the kind of thing that's hard to get right in an LD timeframe and it didn't stop me from considering this a great LD game. But if you choose to do a post-compo version I think it would elevate this game if the play control were a bit tightened up.